PhotonFusion
25 tools in this family (folder Editor/Tools/PhotonFusion/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
nettick_create_session | writes | Create a new matchmaking session (Host mode). Accepts SessionProperties for filtering by other |
nettick_despawn | writes | Despawn (destroy) a networked GameObject by its net_id. State Authority only. |
nettick_export_setup | read-only | Export the full Fusion configuration as a JSON snapshot: runtime state, registered prefabs, spawned |
nettick_generate_input_struct | writes | Generate an INetworkInput struct. Buttons are emitted as a bit-flag enum (up to 32). Fields can be |
nettick_generate_network_behaviour | writes | Generate a Fusion NetworkBehaviour C# class from a declarative spec. Emits [Networked] properties, |
nettick_get_session_list | read-only | Return the cached Photon Cloud session list (snapshot from the last OnSessionListUpdated callback). |
nettick_init | writes | Initialise the Buril Photon Fusion runtime. Configures AppId, region, initial GameMode, |
nettick_join_random | writes | Join a random session matching the supplied filter. Filter properties must equal those set at |
nettick_join_session | writes | Join a named session as a client. Fails if no such session exists in the lobby. |
nettick_leave_session | writes | Leave the current session gracefully. Equivalent to fusion_shutdown for the runner but reports |
nettick_register_prefab | writes | Register a prefab as spawnable via Fusion. Loads from project path; when Fusion is installed, |
nettick_setup_auth | writes | Configure the Photon AuthenticationValues used at next StartGame. provider = steam | epic | |
nettick_setup_interest_management | writes | Configure per-player area-of-interest. view_radius is the maximum world-space distance at which |
nettick_setup_lag_compensation | writes | Configure lag-compensation rewind budget for shooter hit detection. max_rewind_ticks bounds how |
nettick_setup_network_animator | writes | Add a Fusion NetworkMecanimAnimator to a target with an existing Animator. Provide parameter names |
nettick_setup_network_rigidbody | writes | Add a Fusion NetworkRigidbody (3D) to a target. Ensures a Rigidbody is present, attaches the |
nettick_setup_network_transform | writes | Add a Fusion NetworkTransform component to a target GameObject (scene path or prefab). Configures |
nettick_shutdown | writes | Gracefully shut down the runner. Calls NetworkRunner.Shutdown(true, ShutdownReason.Ok). |
nettick_simulate_network | writes | Configure simulated latency and packet loss. Mock mode: broker applies these to its tick dispatch. |
nettick_spawn | writes | Spawn a networked GameObject from a registered prefab. State Authority operation in Fusion's model. |
nettick_start_client | writes | Join an existing session as a client. Runner.StartGame(GameMode.Client) with the given session_name.… |
nettick_start_host | writes | Start as host: server + local client in the same process. Equivalent to Runner.StartGame(GameMode.Ho… |
nettick_start_server | writes | Dedicated server mode: no local player. For headless deployments. Runner.StartGame(GameMode.Server). |
nettick_start_shared_mode | writes | Shared mode: every client connects to a Game Server running on Photon Cloud. No host election; each |
nettick_status | read-only | Query current Fusion runner state: IsRunning, IsServer, IsClient, IsHost, Tick, SimulationRate, |